Audio synchronization system

ABSTRACT

A method and system for providing synchronization of the timing of various multimedia events, including an audio event is disclosed. Clock objects are defined in the storage and associated with an internal or external source of current time. The clock objects are able to be displayed on the display, but can be hidden once their linkages are defined. One or more multimedia objects representative of audio, visual or other multimedia events, including an audio object, are defined and linked to a particular clock object or clock objects. Then, a processor synchronizes the multimedia objects, including a MIDI data object, with the associated clock object or objects. Finally, the various multimedia events are performed in synchronization with their associated clocks. The multimedia objects, including the audio object, may include external multimedia sources managed by the computer system.

This application is a continuation of application Ser. No. 08/060,152filed May 10, 1993 abandoned.

COPYRIGHT NOTIFICATION

Portions of this patent application contain materials that are subjectto copyright protection. The copyright owner has no objection to thefacsimile reproduction by anyone of the patent document or the patentdisclosure, as it appears in the Patent and Trademark Office patent fileor records, but otherwise reserves all copyright rights whatsoever.

CROSS-REFERENCE TO RELATED PATENT APPLICATIONS

This patent application is related to the patent application entitledObject Oriented Framework System, by Debra L. Orton, David B. Goldsmith,Christopher P. Moeller, and Andrew G. Heninger, Ser. No. 07/996171ABNfiled Dec. 23, 1992, and assigned to Taligent, the disclosure of whichis hereby incorporated by reference.

FIELD OF THE INVENTION

This invention generally relates to improvements in computer systems andmore particularly to a system for synchronizing the timing of variousaudio events.

BACKGROUND OF THE INVENTION

Multimedia is perhaps the fastest growing application for computersystems. Increasingly, users are employing computers to present graphic,sound and imaging information to end users. Users are increasinglydemanding ergonomic interfaces for managing multimedia presentations. Inthe past, the system clock was often used to commence a sound playbackat a certain time, or present information on a computer display at aspecific time. However, tools for synchronizing the presentation ofmusic or sound with the display of information as a multimediapresentation unfolded was not possible.

Examples of current multimedia systems that do not have thesynchronization capability of the subject invention are Apple'sQuicktime and Microsoft's Video for Windows as described in the Marchissue of NEWMEDIA, "It's Showtime", pp. 36-42 (1993). The importance ofobtaining a solution to the synchronization problem encountered in theprior art is discussed in the March issue of IEEE Spectrum, "InteractiveMultimedia", pp. 22-31 (1993); and "The Technology Framework", IEEESpectrum, pp. 32-39 (1993). The articles point out the importance ofmultimedia interoperability which is only effectively presented with thesynchronization capability of the subject invention. In particular,audio data must be properly synchronized with other multimedia events tocreate an aesthetic presentation.

SUMMARY OF THE INVENTION

Accordingly, it is a primary objective of the present invention toprovide a system and method for synchronizing various multimedia events,including audio information, throughout the course of a multimediapresentation using a computer with a storage and a display. Clockobjects are defined in the storage and associated with an internal orexternal source of current time. The clock objects are able to bedisplayed on the display, but can be hidden once their linkages aredefined. One or more multimedia objects representative of audio, visual,Musical Instrument Digital Interface (MIDI) or other multimedia eventsare defined and linked to a particular clock object or clock objects.Then, a processor synchronizes the multimedia objects with theassociated clock object or objects. The multimedia objects, includingthe audio information, may include external multimedia sources managedby the computer system.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a personal computer system in accordancewith a preferred embodiment;

FIG. 2 is an illustration of a clock object in accordance with apreferred embodiment;

FIG. 3 is an illustration of a system timer in accordance with apreferred embodiment;

FIG. 4 is an illustration of an external source for time input to aclock object in accordance with a preferred embodiment;

FIG. 5 is an illustration of a master clock object and a slave clockobject in accordance with a preferred embodiment;

FIG. 6 is an illustration of a time source driving a hierarchy of clockobjects in accordance with a preferred embodiment;

FIG. 7 is an illustration of a time based sequence in accordance with apreferred embodiment;

FIG. 8 is an illustration of a time-based media player in accordancewith a preferred embodiment;

FIG. 9 is an illustration of a multimedia player that is externallysynchronized to a master clock in accordance with a preferredembodiment;

FIG. 10 is an illustration of a clock object that acts as a master toanother clock object which in turn acts as a master to another clockobject in accordance with a preferred embodiment;

FIG. 11 is an illustration of an audio and video sequencesynchronization in accordance with a preferred embodiment;

FIG. 12 is an illustration of an audio player (master), synchronized toa video player (slave) in accordance with a preferred embodiment;

FIG. 13 is an illustration of an audio sequence in which the videosequence is synchronized to play twice as fast as the audio sequence inaccordance with a preferred embodiment;

FIG. 14 is an illustration of a computer display in which a videosequence is synchronized to play twice as fast as the audio sequence inaccordance with a preferred embodiment;

FIG. 15 is an illustration of a player object acting as a master and aslave in accordance with a preferred embodiment;

FIG. 16 is an illustration of a jog/shuttle knob in accordance with apreferred embodiment;

FIG. 17A is an illustration of a jog/shuttle knob object acting as amaster over a plurality of multimedia objects in accordance with apreferred embodiment;

FIGS. 17B and 17C are flowcharts of a shuttle and jog knob in accordancewith a preferred embodiment;

FIG. 18 is an illustration of a clock hierarchy as it would appear on acomputer display in a preferred embodiment;

FIG. 19 is an illustration of a clock that is indirectly connected to atime source through another clock in accordance with a preferredembodiment;

FIG. 20 is a detailed flowchart setting forth the logic of a SetTimefunction in accordance with a preferred embodiment;

FIG. 21 is a detailed flowchart setting forth the logic of theTickleWakeups function in accordance with a preferred embodiment;

FIG. 22 is a detailed flowchart setting forth the logic of the GetCurrent Time operation in accordance with a preferred embodiment;

FIG. 23 is a detailed flowchart setting forth the logic of delay andalarm processing in accordance with a preferred embodiment;

FIG. 24 is a detailed flowchart setting forth the logic of Sync To KeepMy Time processing in accordance with a preferred embodiment;

FIG. 25 is an illustration of an audio player in accordance with apreferred embodiment;

FIG. 26 is an illustration of an audio player as a master in accordancewith a preferred embodiment;

FIG. 27 is a flowchart illustrating an audio player slaving to a clockin accordance with a preferred embodiment;

FIG. 28 is an illustration of a sequence of images of a sunrise inaccordance with a preferred embodiment;

FIG. 29 is a flowchart setting forth the logic associated with a graphicplayer in accordance with a preferred embodiment;

FIG. 30 is an illustration of a MIDI sequence and a MIDI Track format inaccordance with a preferred embodiment;

FIG. 31 is an illustration of a MIDI player playing a sequence through adriver in accordance with a preferred embodiment;

FIG. 32 is a flowchart setting forth the detailed logic of a MIDI playerin accordance with a preferred embodiment;

FIG. 33 is an illustration of an empty desktop display an in accordancewith a preferred embodiment;

FIG. 34 is an illustration of a selected clock object definition displayin accordance with a preferred embodiment;

FIG. 35 is an illustration of various clock objects and multimediaobjects in accordance with a preferred embodiment;

FIG. 36 is an illustration of various clock objects linked together andmultimedia objects in accordance with a preferred embodiment; and

FIG. 37 is an illustration of visual object synchronized with an audioobject in accordance with a preferred embodiment.

DETAILED DESCRIPTION OF THE INVENTION

The invention is preferably practiced in the context of an operatingsystem resident on a personal computer such as the IBM® PS/2® or Apple®Macintosh® computer. A representative hardware environment is depictedin FIG. 1, which illustrates a typical hardware configuration of aworkstation in accordance with the subject invention having a centralprocessing unit 10, such as a conventional microprocessor, and a numberof other units interconnected via a system bus 12. The workstation shownin FIG. 1 includes a Random Access Memory (RAM) 14, Read Only Memory(ROM) 16, an I/O adapter 18 for connecting peripheral devices such asdisk units 20 to the bus, a user interface adapter 22 for connecting akeyboard 24, a mouse 26, a speaker 28, a microphone 32, and/or otheruser interface devices such as a touch screen device (not shown) to thebus, a communication adapter 34 for connecting the workstation to a dataprocessing network and a display adapter 36 for connecting the bus to adisplay device 38. The workstation has resident thereon an operatingsystem such as the Apple System/7® operating system.

In a preferred embodiment, the invention is implemented in the C++programming language using object oriented programming techniques. Aswill be understood by those skilled in the art, Object-OrientedProgramming (OOP) objects are software entities comprising datastructures and operations on the data. Together, these elements enableobjects to model virtually any real-world entity in terms of itscharacteristics, represented by its data elements, and its behavior,represented by its data manipulation functions. In this way, objects canmodel concrete things like people and computers, and they can modelabstract concepts like numbers or geometrical concepts. The benefits ofobject technology arise out of three basic principles: encapsulation,polymorphism and inheritance.

Objects hide, or encapsulate, the internal structure of their data andthe algorithms by which their functions work. Instead of exposing theseimplementation details, objects present interfaces that represent theirabstractions cleanly with no extraneous information. Polymorphism takesencapsulation a step further. The idea is many shapes, one interface. Asoftware component can make a request of another component withoutknowing exactly what that component is. The component that receives therequest interprets it and figures out according to its variables anddata, how to execute the request. The third principle is inheritance,which allows developers to reuse pre-existing design and code. Thiscapability allows developers to avoid creating software from scratch.Rather, through inheritance, developers derive subclasses that inheritbehaviors, which the developer then customizes to meet their particularneeds.

A prior art approach is to layer objects and class libraries in aprocedural environment. Many application frameworks on the market takethis design approach. In this design, there are one or more objectlayers on top of a monolithic operating system. While this approachutilizes all the principles of encapsulation, polymorphism, andinheritance in the object layer, and is a substantial improvement overprocedural programming techniques, there are limitations to thisapproach. These difficulties arise from the fact that while it is easyfor a developer to reuse their own objects, it is difficult to useobjects from other systems and the developer still needs to reach intothe lower non-object layers with procedural Operating System (OS) calls.

Another aspect of object oriented programming is a framework approach toapplication development. One of the most rational definitions offrameworks come from Ralph E. Johnson of the University of Illinois andVincent F. Russo of Purdue. In their 1991 paper, Reusing Object-OrientedDesigns, University of Illinois tech report UIUCDCS91-1696 they offerthe following definition: "An abstract class is a design of a set ofobjects that collaborate to carry out a set of responsibilities. Thus, aframework is a set of object classes that collaborate to execute definedsets of computing responsibilities." From a programming standpoint,frameworks are essentially groups of interconnected object classes thatprovide a pre-fabricated structure of a working application. Forexample, a user interface framework might provide the support and"default" behavior of drawing windows, scrollbars, menus, etc. Sinceframeworks are based on object technology, this behavior can beinherited and overridden to allow developers to extend the framework andcreate customized solutions in a particular area of expertise. This is amajor advantage over traditional programming since the programmer is notchanging the original code, but rather extending the software. Inaddition, developers are not blindly working through layers of codebecause the framework provides architectural guidance and modeling butat the same time frees them to then supply the specific actions uniqueto the problem domain.

From a business perspective, frameworks can be viewed as a way toencapsulate or embody expertise in a particular knowledge area.Corporate development organizations, Independent Software Vendors (ISV)sand systems integrators have acquired expertise in particular areas,such as manufacturing, accounting, or currency transactions as in ourexample earlier. This expertise is embodied in their code. Frameworksallow organizations to capture and package the common characteristics ofthat expertise by embodying it in the organization's code. First, thisallows developers to create or extend an application that utilizes theexpertise, thus the problem gets solved once and the business rules anddesign are enforced and used consistently. Also, frameworks and theembodied expertise behind the frameworks have a strategic assetimplication for those organizations who have acquired expertise invertical markets such as manufacturing, accounting, or bio-technologywould have a distribution mechanism for packaging, reselling, anddeploying their expertise, and furthering the progress and disseminationof technology.

Historically, frameworks have only recently emerged as a mainstreamconcept on personal computing platforms. This migration has beenassisted by the availability of object-oriented languages, such as C++.Traditionally, C++ was found mostly on UNIX systems and researcher'sworkstations, rather than on Personal Computers in commercial settings.It is languages such as C++ and other object-oriented languages, such asSmalltalk and others, that enabled a number of university and researchprojects to produce the precursors to today's commercial frameworks andclass libraries. Some examples of these are InterViews from StanfordUniversity, the Andrew toolkit from Carnegie-Mellon University andUniversity of Zurich's ET++ framework.

There are many kinds of frameworks depending on what level of the systemyou are concerned with and what kind of problem you are trying to solve.The types of frameworks range from application frameworks that assist indeveloping the user interface, to lower level frameworks that providebasic system software services such as communications, printing, filesystems support, graphics, etc. Commercial examples of applicationframeworks are MacApp (Apple), Bedrock (Symantec), OWL (Borland),NeXTStep App Kit (NEXT), and Smalltalk-80 MVC (ParcPlace) to name a few.

Programming with frameworks requires a new way of thinking fordevelopers accustomed to other kinds of systems. In fact, it is not like"programming" at all in the traditional sense. In old-style operatingsystems such as DOS or UNIX, the developer's own program provides all ofthe structure. The operating system provides services through systemcalls--the developer's program makes the calls when it needs the serviceand control returns when the service has been provided. The programstructure is based on the flow-of-control, which is embodied in the codethe developer writes.

When frameworks are used, this is reversed. The developer is no longerresponsible for the flow-of-control. The developer must forego thetendency to understand programming tasks in term of flow of execution.Rather, the thinking must be in terms of the responsibilities of theobjects, which must rely on the framework to determine when the tasksshould execute. Routines written by the developer are activated by codethe developer did not write and that the developer never even sees. Thisflip-flop in control flow can be a significant psychological barrier fordevelopers experienced only in procedural programming. Once this isunderstood, however, framework programming requires much less work thanother types of programming.

In the same way that an application framework provides the developerwith prefab functionality, system frameworks, such as those included ina preferred embodiment, leverage the same concept by providing systemlevel services, which developers, such as system programmers, use tosubclass/override to create customized solutions. For example, considera multi-media framework which could provide the foundation forsupporting new and diverse devices such as audio, video, MIDI,animation, etc. The developer that needed to support a new kind ofdevice would have to write a device driver. To do this with a framework,the developer only needs to supply the characteristics and behavior thatis specific to that new device.

The developer in this case supplies an implementation for certain memberfunctions that will be called by the multi-media framework. An immediatebenefit to the developer is that the generic code needed for eachcategory of device is already provided by the multi-media framework.This means less code for the device driver developer to write, test, anddebug. Another example of using systems framework would be to haveseparate I/O frameworks for SCSI devices, NuBus cards, and graphicsdevices. Because there is inherited functionality, each frameworkprovides support for common functionality found in its device category.Other developers could then depend on these consistent interfaces to allkinds of devices.

A preferred embodiment takes the concept of frameworks and applies itthroughout the entire system. For the commercial or corporate developer,systems integrator, or OEM, this means all the advantages that have beenillustrated for a framework such as MacApp can be leveraged not only atthe application level for such things as text and user interfaces, butalso at the system level, for services such as graphics, multimedia,file systems, I/O, testing, etc.

Application creation in the architecture of a preferred embodiment willessentially be like writing domain-specific puzzle pieces that adhere tothe framework protocol. In this manner, the whole concept of programmingchanges. Instead of writing line after line of code that calls multipleAPI hierarchies, software will be developed by deriving classes from thepreexisting frameworks within this environment, and then adding newbehavior and/or overriding inherited behavior as desired.

Thus, the developer's application becomes the collection of code that iswritten and shared with all the other framework applications. This is apowerful concept because developers will be able to build on eachother's work. This also provides the developer the flexibility tocustomize as much or as little as needed. Some frameworks will be usedjust as they are. In some cases, the amount of customization will beminimal, so the puzzle piece the developer plugs in will be small. Inother cases, the developer may make very extensive modifications andcreate something completely new.

In a preferred embodiment, as shown in FIG. 1, software clocks areresponsible for providing the timebase, while multiple media playersresident in the RAM 14, and under the control of the CPU 10, orexternally attached via the bus 12 or communications adapter 34, areresponsible for following the clock. No central player is necessary tocoordinate or manage the overall processing of the system. Thisarchitecture provides flexibility and provides for increasedextensibility as new media types are added. The following features areenabled by the innovative system and method of a preferred embodiment ofthe invention.

Players check with the clock as often as necessary to maintainsynchronization to whatever level of precision the application demands.

Multiple clocks can be synchronized to each other, and linear timerelationships between clocks can be used to specify offset and speed ofsequences relative to each other.

Multiple time sources. Any clock (and hence any player) can besynchronized not only to the system clock but to external time sources(timecode from videotape, for example) or to user actions (such asmoving a software shuttle knob, jog knob, or other controllers).

Clocks can travel backwards in time.

Clocks can span multiple address spaces.

Definition of Terms

What is a software clock?

A software clock, an illustration of which appears in FIG. 2, is anobject that performs the following functions:

A clock has a current time, represented by a time object 200. A timeobject is a floating point number that measures a point in time,measured in picoseconds. Member functions are provided for setting andgetting the current time. A member function is a function for actingupon an object. The current time can increase in value, in which casethe clock is said to be going forward. The current time can alsodecrease in value, in which case the clock is said to be going backward.

delay: A clock can block a thread until a certain time, called the delaytime, is reached. If the clock is going forward, the thread is unblockedwhen the clock's current time is equal to or greater than the delaytime. If the clock is going backward, the thread is unblocked when theclock's current time is less than or equal to the delay time.

alarms: a clock can send an IPC (Interprocess Communication) message toa port when a certain time, called the alarm time, is reached. If theclock is going forward, the IPC message is sent when the clock's currenttime is equal to or greater than the alarm time. If the clock is goingbackward, the IPC message is sent when the clock's current time is lessthan or equal to the alarm time.

multiple time sources: Normally, a clock's time advances in real-timebased upon a system timer. The system timer is represented by a timesource object 300 in FIG. 3. However, a clock can also be synchronizedto another time source, such as Society of Motion Picture and TelevisionEngineers (SMPTE) Time Code entering the computer from a video taperecorder (VTR) as illustrated in FIG. 4. The clock's current time willfollow the timecode coming in from the VTR. As the VTR speeds up, theclock will speed up in lockstep. As the VTR slows down, the clock willslow down in lockstep. When the VTR goes backwards, the clock will gobackwards in lockstep. The clock always remains synchronized with theVTR.

A time source has a current time, just like a clock. A linear functioncan be used to specify the relationship between the time source'scurrent time and the clock's current time:

    t.sub.clock =a·t.sub.timesource +b;

where:

t_(clock) is the clock's current time t_(timesource) is the timesource's current time

a is a floating point value that determines the rate of the clock'scurrent time relative to the time source's current time.

b is a time object that determines the offset of the clock's currenttime relative to the time source's current time.

This function is called a clock function.

Synchronization: Clocks can also be synchronized to each other. Giventwo clocks, a master clock and a slave clock, a clock function can bespecified, just as with a time source:

t_(slave) =a·t_(master) +b; where:

t_(slave) is the slave clock's current time

t_(master) is the master clock's current time

a is a floating point value that determines the rate of the slaveclock's current time relative to the master clock's current time.

b is a time object that determines the offset of the slave clock'scurrent time relative to the master clock's current time.

For example, in FIG. 5, clock 510 (the slave) is synchronized to clock500 (the master). A slave clock can also be a master to another clock.One clock can be master to any number of slave clocks. Because of thesetwo rules, arbitrary tree structures of clocks can be created. FIG. 6illustrates a time source driving a hierarchy of software clocks.

Two clock member functions are provided for synchronizing clockstogether. They are called on the slave clock. One, called SyncTo(),allows the client to specify the master clock, the rate, and the offset.The second, SyncToKeepMyTime(), allows the client to specify the masterclock and a rate, but calculates the offset such that the slave clock'scurrent time does not change value at the instant of synchronization.

In addition, a member function SetRate() can be used to directly set therate of a slave clock relative to its master.

Instances of Clock objects and time source objects in different addressspaces can be synchronized together.

start & stop: A clock can be stopped, in which case its current timedoes not change, regardless of whether or not its master is changing. Astopped clock can be restarted, which causes the clock to continue tofollow its master. The rate is unchanged. It remains the same as it wasprior to the clock stopping. The offset is changed such that at theinstant the clock is started, its current time is the same as when theclock was stopped.

set rate: The rate of a clock's function can be set to any floatingpoint value. When the rate is changed, the offset is changed such thatthe clock's current time does not change.

What is a time-based media sequence?

A time-based media sequence is an abstract base class that can be usedto represent a clip of audio, video, animation, or Musical InstrumentDigital Interface (MIDI) data, or any other data that varies over time.It starts at time 0 and has a duration represented by a time object.FIG. 7 is an example of a time based sequence that is three seconds induration. Subclasses of the time-based media sequence are used toimplement audio, video, animation, and MIDI sequences.

What is a time-based media player?

A time-based media player (hereafter referred to as a player) is anabstract base class that can be used to play or record a time-basedmedia sequence. This class can be subclassed to create players foraudio, video, and MIDI. FIG. 8 shows an example of a time-based mediaplayer. A player has an associated software clock object. The currenttime 800 of the software clock represents the playback position 810 ofthe player. Playback position 810 is analogous to a play head on a taperecorder. Ordinarily, a player's clock is synchronized to a defaultclock or time source such as the system timer. Such a player is said tobe internally synchronized. However, the player's clock can also besynchronized to another time source or clock, including another player'sclock. Such a player is said to be externally synchronized.

In FIG. 9, the player 900 is externally synchronized to the master clock910. The master clock 910 determines the play position of the player 900according to its synchronization to the slave clock.

For Example: The player's clock is synchronized to the master clock suchthat:

    t.sub.player =1·t.sub.master +0

if the master clock slows down, playback of the player slows down inlock step. If the master clock speeds up, the player speeds up. In allcases the player remains synchronized to the master.

When externally synchronized, it is the responsibility of the player toinsure that its play position always reflects its clock's current timeduring playback. The same is true for recording.

A player's clock can also be used as a master clock to an externalclock, which could in turn be a master to another clock. In FIG. 10,player A's clock 1000 acts as the master to the clock X 1010, which inturn acts as a master to player B's clock 1020. When player A 1000 isplaying, both clock X 1010 and player B 1020 follow player A's clock.When the player A is stopped, its clock doesn't move and neither willclock X or player B's clock. It is the responsibility of a player, wheninternally synchronized, to insure that its clock's current positionalways reflects the play position.

Synchronizing Time Based Media Sequences

Master and Slave Players

To synchronize audio and video sequences together as illustrated in FIG.11, the clocks of the two players would be synchronized together asshown in FIG. 12. The video player will always follow the audio player.If the audio player speeds up, the video player will speed up. If theaudio player slows down, the video will slow down. If the audio stops,the video will stop. If the audio starts going backwards, the video willgo backwards in lockstep. Any two time-based media players could besynchronized in this way, not just audio and video.

Synchronizing Players to a Common Clock

To start a video sequence one second after an audio sequence in whichthe video sequence plays twice as fast as the audio sequence, as shownin FIG. 13, two players must be created and their clocks must besynchronized to a single master clock as illustrated in FIG. 14. Anynumber of time-base media sequences can be synchronized to a singlemaster clock.

Daisy Chaining Players

It is possible for a player to be both a master and a slave as shown inFIG. 15. Such a player is externally synchronized, and therefore mustbehave like a slave. Acting like a master is accomplished at the sametime with no extra effort. A slave 1520 can simply connect to themaster/slave player's 1510 clock. A plurality of players can be daisychained together.

Implementing a Software Jog/Shuttle Knob Rate Controller

A Jog/Shuttle knob is a circular device that can be used to control therate of playback of a collection of time-based media sequences. When inshuttle mode, the position of the knob controls the rate of playback.When in jog mode, the knob controls the play position. A softwarejog/shuttle knob can be implemented using a software clock. A pictorialrepresentation of the jog/shuttle knob can be drawn on the computerscreen, as shown in FIG. 16, and controlled with a mouse. When in jogmode, the position of the controller knob 1610 on the screen can betranslated to a time position in the sequence. A time source is used torepresent the time position. Every time the knob is set to a newposition, the time source's current time is set to the correspondingtime position in the sequence.

A clock object is slaved to the time source. Then, by synchronizing oneor more players to the clock object, they will follow the positiondetermined by the knob as illustrated in FIG. 17A. When in shuttle mode,the clock object is slaved to the system time source. The position ofthe knob on the screen can be translated to a rate of playback. Eachtime the user changes the knob position on the screen the correspondingrate is set on the clock. Setting the rate of the clock will then causeall synchronized players to change their rates accordingly.

FIG. 17B is a flowchart of the detailed logic associated with shuttlecontrol operation in accordance with a preferred embodiment. When themouse button is depressed as detected in function block 1700, a test isperformed at decision block 1702 to determine if the mouse cursor ispositioned over the knob on the shuttle controller as shown in FIG. 16at 1610. If the cursor is so positioned, then at function block 1704 theshuttle clock rate is set to zero and the shuttle clock is set equal toa current time of zero. Then, at function block 1706, the player isslaved to the shuttle clock, the player is started at function block1708, and processing is completed at terminal 1710.

When the mouse position changes as detected at function block 1720, theangle between the 12 o'clock noon and knob position is calculated indegrees at function block 1722 and a test is performed to determine ifthe angle is negative at decision block 1724. If so, then at functionblock 1728, the sign is set to -1, angle δ=-δ and control is passed todecision block 1730. If the test fails at function block 1726, then signis set to 1. Then, at decision block 1730, a test is performed todetermine if δ is >=0 degrees and <80 degrees, then rate is set equal tosign *δ/80 degrees and control is passed to function block 1742 to setthe shuttle clock rate equal to rate. If not, then another test isperformed at decision block 1736 to is determine if δ is >=80 degreesand <100 degrees, then rate is set equal to sign *1.0 and control ispassed to function block 1742 to set the Shuttle clock rate equal torate. If not, then rate is set equal to sign *1+(δ-100 degrees)/80degrees and control is passed to function block 1742 to set the shuttleclock rate equal to rate.

When the mouse button is up at function block 1744, then the player isstopped at function block 1746 and the player is slaved to the player'sinternal clock at function block 1748.

FIG. 17C is a flowchart of the detailed logic of the jog mode operationin accordance with the subject invention. If the mouse button is down asdetected at function block 1750, then a test is performed at decisionblock 1752 to s determine if the mouse cursor is on the knob. If not,then processing is aborted at terminal 1762. If the mouse is on a knob,then at function block 1754 the jog time source current time is setequal to zero, the last knob position is set equal to noon; the time perdegree is set equal to 2 seconds/360 degrees at function block 1756, theplayer is slaved to the jog time source at function block 1758, and theplayer is started at function block 1760.

If the mouse button has changed position at function 1764, then thecurrent knob position is calculated at function block 1766, the deltabetween the last knob position and the current knob position iscalculated at function block 1768, the time delta is calculated atfunction block 1770, and the jog time source current time is set equalto the time delta in function block 1772.

When the mouse button is up at function block 1774, then at functionblock 1776, the player is stopped, and the player is set to slave theplayer's internal clock at function block 1780.

Implementation of time Sources and Clock Objects

Time Source Implementation

A time source and the set of all clocks synchronized to it is called aclock hierarchy. FIG. 18 is an illustration of a clock hierarchy as itappears on a computer display in a preferred embodiment. The time sourcemust be able to provide it's current time and implement alarms anddelays. Alarms and delays are called wakeups. Sending an IPC message (analarm) or unblocking a thread (a delay) is called firing a wakeup. Thetime source is responsible for firing any and all wakeups set on anyclock in it's clock hierarchy.

For each clock in the clock hierarchy, the time source maintains adirect function that is used to convert from the time source's currenttime to the clock's current time. The direct function is of the form

    t.sub.clock =a·t.sub.timesource +b; where

t_(clock) is the clock's current time

t_(timesource) is the time source's current time

a is a floating point value that determines the rate of the clock'scurrent time relative to the time source's current time.

b is a time object that determines the offset of the clock's currenttime relative to the time source's current time.

The inverse direct function is used to convert in the otherdirection--from a clock's current time to the time source's currenttime:

    t.sub.timesource =(t.sub.clock -b)/a

When a clock is indirectly connected to a time source through one ormore other clocks, the direct function can still be calculated byalgebraic substitution. For example, consider clock Y 1900 in FIG. 19.Clock X 1910 is a function relative to the time source 1920 having theequation:

    t.sub.clockx =a.sub.x ·t.sub.timesource +b.sub.x

Clock Y's 1900 function relative to Clock X 1910 is:

    t.sub.clocky =a.sub.y ·t.sub.clockx +b.sub.y

Clock Y's 1900 direct function can be calculated by substitution:

    t.sub.clocky =a.sub.y ·(a.sub.x ·t.sub.timesource +b.sub.x)+b.sub.y =(a.sub.y ·a.sub.x)·t.sub.timesource +(a.sub.y ·b.sub.x +b.sub.y)=a·t.sub.timesource +b

where

a=a_(y) ·a_(x)

b=a_(y)·b_(x) +b_(y)

Setting the Current Time of a Time Source

There are two types of time sources, driven and non-driven. A driventime source is continually updated by a client setting it's currenttime. This is accomplished by calling the driven time source's SetTime()member function. The implementation of SetTime() is shown in theflowchart appearing in FIG. 20. Processing commences at terminal 2000where the parameter "new time" is passed into SetTime() at functionblock 2010 which saves the new current time.

The direction of the time source is determined by comparing "new time"to the time source's old current time at decision block 2020. If it isgreater, the time source is going forward, and control is passed todecision block 2040. If it is smaller, then the time source is goingbackwards, and control is passed to decision block 2030. If equal, thedirection of the time source remains unchanged. "Next time" is the timethat the next wakeup needs to be fired. If the time source is goingforward, a wakeup is late if "next time" is less than or equal to thecurrent time. If the time source is going backward, a wakeup is late if"next time" is greater than or equal to the current time. The functionblock 2050 marked "ticklewakeups" fires all alarms and delays that arelate. Firing wakeups is explained in more detail in the section belowcalled The Time Source's Wakeup List. Processing is completed atterminal block 2060.

A non-driven time source does not need to be constantly be told whatit's current time is. It is used for time sources such as the systemtimer where the underlying Operating System keeps track of the currenttime. A non-driven time source knows how to find its current time, andit has a member function, GetNextTime(), that returns the next time thatan alarm or delay should be fired. GetNextTime() is called whenever anew alarm or delay is added to the time source. When a new alarm ordelay needs to be fired, the time source's TickleWakeUps() memberfunction can be called which will fire any wakeups that are late. Thisallows the implementor to create a time source that does not requireconstant SetTime() calls, as are required by a driven time source.

Getting the Current Time of a Time Source

A time source can get it's current time very quickly because in the caseof a driven time source, it has the value stored in an internal datastructure, or in the case of a non-driven time source, it can query theunderlying operating system.

Handling Wakeups

Both kinds of wakeups-delays and alarms--are handled similarly by thetime source. The time source gets a request from a clock for a wakeup tobe fired at a certain time, called the wakeup time. The wakeup time isconverted from the requesting clock's timebase to the time source'slocal timebase using an inverse direct function. The time source checksto see if the wakeup is late and needs to be fired. If the wakeup islate, the time source fires it, otherwise the time source adds thewakeup to a time-ordered list of wakeups, called the wakeup list.

The Time Source's Wakeup List

Whenever the wakeuplist changes because a wakeup has been removed oradded, the time source's GetNextTime() method is called and itcalculates the next time that a wake up needs to be fired. If the timesource is a driven time source, its SetTime() member function callsTickleWakeups() whenever one or more wakeups are late. TickleWakeups()goes through the wakeuplist and fires all of the wakeups that are late.When a wakeup is fired it is also removed from the list. TheGetNextTime() member function of a non-driven time source can beoverridden to find out what time it next needs to call TickleWakeUps()and then set a timer to go off at that time. When the timer goes off,the time source calls TickleWakeups().

FIG. 21 sets forth the detailed logic of the TickleWakeups() function.Processing commences at terminal 2102 and immediately passes to functionblock 2104 where the variable changed is set equal to false. Then, atfunction block 2120, the first wakeup is obtained and a test isperformed at decision block 2160 to determine if a wakeup is due. If awakeup is due, then the wakeup is fired at function block 2150, the nextwakeup is obtained at function block 2140, the variable changed is setequal to TRUE, and control is returned to decision block 2160 to awaitthe next wakeup.

if a wakeup is not due at decision block 2160, then the variable changedis tested at decision block 2170. If the variable changed is TRUE, thenget next time at function block 2180. If FALSE, then control is passedto terminal 2190 for finishing.

Software Clock Implementation

Getting the Current Time of a Software Clock

To get the current time for a clock, the clock procedure first obtainsthe current time from the time source for it's clock hierarchy. It thengets the direct function and converts the time source's current time tothe clock's current time as detailed in the flowchart appearing in FIG.22. Processing commences at 2200 and proceeds immediately to functionblock 2210 to get time source for the clock's hierarchy. Then, atfunction block 2220, the time source's time is obtained, and at functionblock 2230, the direct function is obtained. Finally, at function block2240, the direct function is applied to the time source's time resultingin the current time returned at terminal 2250.

Because the clock and the time source may be in different addressspaces, both the time source's current time and the clock's directfunction are stored in memory shared between the two address spaces. Asemaphore is used to insure that the direct function and time source'stime don't change when they are being read from shared memory.

Setting a Delay on a Software Clock

There are two types of delays. One, a member function of a clock calledDelayUntil(), will block the client's task until the clock's currenttime reaches a specified value. The second, a member function of a clockcalled DelayFor(), blocks the client's task until the a specified amountof time has elapsed. This second form of delay is actually identical tocalling the first form, specifying a value equivalent the clock'scurrent time plus the desired amount of elapsed time.

To delay on a clock, the clock sends the time it wants to delay until(or for) to the time source for it's clock hierarchy. The time sourceuses the inverse direct function for the clock to translate it to a timelocal to the time source (and adds the current time if it is a delay forand not delay until). The request is added to the wakeuplist (as alreadydiscussed in the Handling Wakeups section), and the caller is blockeduntil the wakeup is fired.

Setting an Alarm on a Software Clock

Setting an alarm on a clock is the same as setting a delay on a clockexcept that the caller isn't blocked, a message is sent to a specifiedport instead. FIG. 23 is a flowchart showing how both delays and alarmsare implemented. Processing commences at 2300 where the input time andreceiver are input. Then, at function block 2310, the direct function isobtained, the inverse of the direct function is applied at functionblock 2320, and a test is performed at decision block 2340 to determineif the delay is a delay for. If so, then the current time is obtained atfunction block 2342, the current time is added to the time, and controlpasses to function block 2346.

If not a delay for, then at function block 2346 a wakeup is created withthe time and receiver. Then, at decision block 2350, another test isperformed to determine if wakeup is due. If not, then the wakeup isadded to the wakeup list at function block 2352, get next time isexecuted at 2372, and control is passed back with a cancel token atterminal 2370. Processing is completed at terminal 2392. If a wakeup isdue at decision block 2350, then if the wakeup is a delay, then the taskis unblocked at function block 2354, the wakeup is removed at functionblock 2360, and processing is completed at terminal 2392. If the wakeupis an alarm, then a message is sent at function block 2356, the wakeupis removed at function block 2360, and processing is completed atterminal 2392.

Synchronization of Clocks

Synchronization of clocks is implemented both in the software clock andthe time source. Two software clock member functions are used by clientsto synchronize clocks. Both are called on the slave clock in order tosynchronize it to a master. One member function, called SyncTo(), allowsthe client to specify the master clock or time source, the rate, and theoffset. The second, SyncToKeepMyTime(), allows the client to specify themaster clock and a rate, but calculates the offset such that the slaveclock's current time does not change value at the instant ofsynchronization.

SyncToKeepMyTime ()

SyncToKeepMyTime() allows the client to specify the master clock and arate, but calculates the offset such that the slave clock's current timedoes not change value at the instant of synchronization. FIG. 24presents the detailed logic of SyncToKeepMyTime(). Processing commencesat 2400 and immediately passes to decision block 2420 to determine ifthe master clock is in the same clock hierarchy. If not, then atfunction block 2410, all subsequent synchronization between time sourcesis placed on hold and a test is performed at decision block 2430 todetermine if the master is currently a slave to the slave clock. If so,then an error is returned via function block 2454 and control is passedto terminal 2499.

If not, then at function block 2432 the current time is obtained for theslave clock, all information is extracted about the clock at functionblock 2434, the new master time source is updated at 2436, the masterclock's direct function is obtained at function block 438, the functionis calculated for the slave clock based on the current time and suppliedrate at function block 2440, the direct function is calculated based onmaster's direct function at function block 2442, clock wakeups arerecalculated at 2444, and a test is performed at decision block 2446 todetermine if a direction change has occurred. If so, then all wakeupsare fired at function block 2448. If not, then processing is passed to2450 to repeat the processing for each slave clock, and a function block2452 synchronizing is provided between time sources before processing iscompleted at terminal 2499.

If the master clock is in the same time source in decision block 2420,then another test is performed at decision block 2460 to determine ifthe master is currently a slave to the slave clock. If not, then thecurrent time is obtained for the slave clock at function block 2462, themaster clock's direct function is obtained at function block 2464, thefunction is calculated for slave clock based on current time andsupplied rate at function block 2466, the direct function is calculatedat function block 2468, clock wakeups are recalculated at function block2470, and a test is performed at decision block 2472 to determine if thedirection has changed. If so, then all wakeups are fired at functionblock 2474. If not, then processing is repeated for all slave clocks atfunction block 2476 before processing is finished at terminal 2499.

The new clock function is calculated as follows:

Slave clock's function prior to synchronizing to master:

    t.sub.slave =a.sub.original ·t.sub.master +b.sub.original

Slave clock's function after synchronizing to master with new rate anew:

    t.sub.slave =a.sub.new ·t.sub.master +b.sub.new

Where b_(new) is such that t_(newslave) =t_(slave), i.e.

    b.sub.new =t.sub.master ·(a.sub.s -a.sub.new)+b.sub.original

SyncTo()

SyncTo(), allows the client to specify the master clock or time source,the rate, and the offset. Processing is very similar to the logic setforth in FIG. 24. The clocks new function is calculated as follows inthe SyncTo() case:

Slave clock's function prior to synchronizing to master:

    t.sub.slave =a.sub.original ·t.sub.master +b.sub.original

Slave clock's function after synchronizing to master with new ratea_(new) and offset b_(new) :

    t.sub.slave =a.sub.new ·t.sub.master +b.sub.new

A clock can synchronize to any other clock, even clocks in differentclock hierarchies.

Audio Player Implementation

An audio sequence object comprises a segment of digitized sound samples.It has member functions to retrieve and store audio samples.

An audio player plays back an audio stream so that it can be heard overa speaker. It does this by periodically reading data from the audiostream and writing it to an audio output port.

The read period is determined by a Digital to Analog Converter (DAC). ADAC converts digital audio samples to an analog electrical signal thatcan be converted to sound by an audio amplifier connected to a speaker.It converts N digital audio samples per second. N is called the samplerate of the DAC. The DAC has an internal buffer of audio samplesawaiting conversion. The audio player, executing in the host processor,fills the DAC's buffer with samples read from an audio sequence. Whenthis buffer is half empty, the DAC interrupts the host processor. Theaudio player then fills the buffer again with the next batch of audiosamples read from the audio sequence. This process is illustrated inFIG. 25.

An illustration of an audio player as a Master is presented in FIG. 26.The Audio Player has a clock that can act as a master to another clock.This is accomplished by insuring that the audio player's clock alwaysreflect the time of the sample currently being reproduced I0 by thespeaker. For example, if at a point T in time the 88200th sample fromthe beginning of the audio sequence is being played on the speaker, andthe sample rate of the DAC and audio sequence are both 44,100 samplesper second, then the audio player's clock must be at time 2 seconds.This is accomplished by creating a time source which is driven by theDAC. Every time the DAC outputs a buffer full of samples, it interruptsthe host processor. The host processor will then increment the timesource's current time by a time equivalent to the amount of samplesconverted since the last interrupt. This is determined by:

    <increment time>=<samples since last interrupt>/<DAC sample rate>

The Audio Player synchronizes its software clock to the DAC time source.The linear function obeys the following formula.

    t.sub.audioplayerclock =1·t.sub.DAC time source+b

where b is set so that when playback of the sequence starts,t_(audioplayerclock) =0. This is accomplished using the SetTime functionof the clock.

Audio Player as Slave

The audio player can synchronize to an external clock. In this case, theaudio player must insure that the sample being reproduced by the speakercorresponds to the current time of the external clock. For example, ifat a given instant in time the external clock object's current time istwo seconds, then the 88,200th sample in the audio sequence should atthat instant be reproduced by the speaker, assuming a 44,100 sample ratefor the audio sequence. This processing is accomplished as follows. Theaudio player waits for an interrupt from the DAC, indicating that moreaudio data is needed. The player then examines the current time of itsclock, determining if it needs to speed up or slow down the playbackrate or jump to a new position in the audio sequence in order to insurethat the correct samples are being played from the speaker. It then usesa digital signal processing algorithm to convert the rate of the audiosequence samples to the sample rate of the DAC before outputting thesamples.

The detailed logic associated with slaving an audio player is presentedin FIG. 27 in accordance with a preferred embodiment. Processingcommences at 2700 where a wait state is entered until a DAC interruptoccurs. When a DAC interrupt occurs, control passes to function block2710 where the clock time is obtained. Then, at function block 2720 theclock rate is calculated relative to the DAC rate, and a test isperformed at 2730 to determine if the clockRate is too high. If so, thenthe clock rate is set to the maximum rate. If not, then the desiredposition is calculated at function block 2750. Function block 2750requires more explanation because its processing is more involved. Thatis the calculation of the desired position of the audio stream. Thisposition determines the next sample that the player will output. Thecalculation of this value is nontrivial because of the delay introducedby the DAC. When the player outputs a sample to the DAC, it enters theDAC's internal buffer. The sample is not reproduced at the speaker untilall of the samples already in the DAC's buffer are emptied. Fortunately,this delay can be calculated. It is:

    delay.sub.DAC =<samples in internal buffer.sub.DAC >/sampleRate.sub.DAC

The audio sequence samples will be output at a rate determined byclockRate. This is the derivative of the external clock positionrelative to the DAC clock position. To determine the desired position,the DAC delay is subtracted, but before doing so it must be converted tothe time base of the audio stream. This is done as follows:

    delay.sub.audio sequence =(delay.sub.DAC ·clockRate)

The desired position of the audio stream is then calculated as follows:

    desiredPosition=<position of next sample in sequence>-delay.sub.audio sequence

Then, at decision block 2760, the desired position is compared to theactual position to determine if it is too far from the actual position.If so, then the audio sequence is sought to the desired position atfunction block 2770. In any case, then the samples are read from theaudio stream, converted to clock rate, and written to the output bufferat function block 2780.

Graphic Player Implementation

A graphic sequence object is a collection of graphic objects. Thegraphic objects in a graphic sequence may be digitized video frames,rendered frames of an animation, or any other graphic objects related bytime. A graphic sequence has member functions that access individualgraphics for storage and retrieval. Each graphic has a duration;therefore, the sequence has a duration that is the summation of theduration of the component graphic objects. A graphic sequence alsoprovides a member function that maps a time within the duration of thesequence to a particular graphic objects. An example of a sequence ofimages of a sunrise is presented in FIG. 28 with the duration of eachgraphic object presented below the frame.

A graphic player plays a graphic sequence through its graphic outputport, which may be connected to a graphic input port. The player has asoftware clock that may drive other clocks (as a master) or be driven(as a slave). The player sequences through the graphic objects in agraphic sequence in accordance with the time on its clock. The clock islimited to a range from time zero to a time equal to the duration of thegraphic sequence being played. The player delays until the duration ofthe current frame has elapsed on the clock. The player then checks thecurrent time on the clock, gets the graphic objects in the sequence thatmaps to that time, and writes the graphic objects to the output port.

The player always uses the current time on the clock when selecting thegraphic objects to be written to the output port. This providesautomatic degradation if performance is slow: if writing a graphicobject takes longer than its s duration, one or more frames iseffectively skipped. Changes in the clock's direction are similarlyaccounted for. The detailed logic associated with the graphic player ispresented via a flowchart in FIG. 29. Processing commences at terminal2900 and immediately flows to function block 2910 to enter a delay untiltime for the next graphic object. Then, after the delay, the clock timeis obtained at function block 2920, the graphic object is written to anoutput port at function block 2930, and a test is performed at decisionblock 2940 to determine if the stop member function has been called. Ifso, then processing is terminated at terminal 2960. If not, then a testis performed at decision block 2950 to determine if the last frame andthe clock are not slaved. If not, then control passes to function block2910. If so, then processing is terminated at terminal 2960.

Note that if the player's clock is synchronized to another clock, thenthe display loop continues to execute until the player is explicitlystopped. However, if the clock is not synchronized, the loop exits whenthe last graphic in the sequence is written.

MIDI Player Implementation

A midi sequence object is a collection of MIDI events. Its memberfunctions control playback and access time-ordered tracks of MIDIevents. A MIDI Sequence and MIDI Track format is presented in FIG. 30.

A midi player plays a midi sequence through its output port, which maybe connected to any input port, including that of a MIDI driver foreventual output on a MIDI synthesizer. The player follows it softwareclock to output events as they become current. The processing performswell with both forward and backward flow of time and takes into accountdegradation policy should the host processor fall behind. FIG. 31 is anillustration of a MIDI Player playing a sequence through a driver to asynthesizer

The MIDI player can serve either as a slave or master or both in asynchronization relationship, by using the SyncTo and SyncToSelf memberfunctions inherited from its base class, Time-Based Media Player. Theimplementation details do not change, and lo follow a simpletime-ordered event loop with two special cases. The first special casehandles time switching direction. Normally the player proceeds bydelaying until the next event becomes current. After the delay ends, isthe player checks the time to determine if a special case has occurred.The first special case arises when the delay is early. This isrepresented by the first decision point in the main loop of theflowchart below. When detected, the player will switch direction, sothat "next" becomes the opposite of what it was. The second special caseconcerns processor overload. When the host processor can no longer keepup, a degradation policy is applied. The player stops when the end ofthe sequence is reached, either at the last event in the forward case orat the first event in the backward case.

A flowchart of the Player detailed logic is presented in FIG. 32.Processing commences at terminal 3200 and immediately passes to functionblock 3210 to enter a delay until the next MIDI event. When the nextMIDI event is ready to execute, then the clock time is obtained atfunction block 3220, and a test is performed at decision block 3230 todetermine if the event is early. If so, then the direction is switchedand control is passed to function block 3210. If not, then another testis performed at decision block 3242 to determine if the event is late.If the event is late, then degradation is applied to catch up, andcontrol is passed back to function block 3210. If the event is not late,then the event is output at function block 3260, and a test is performedat decision block 3270 to determine if the last event has been performedand the clock object is not slaved. If the last event has been performedand the clock is not slaved, then processing is terminated at terminal3280. If there are more events, then control is passed to function block3210 to process the next event.

Display Screens

FIGS. 33 to 37, are illustrations of displays in accordance with apreferred embodiment. FIG. 33 is an illustration of an empty desktopdisplay that a user is presented with to commence the definition of asoftware clock and synchronize the same with a multimedia object. FIG.34 is an illustration of a selected clock object definition display inaccordance with a preferred embodiment. A user selects the clock objectdefinition from menu bar of information 3410. In particular, the clockmenu item 3420 is selected using a mouse as shown in FIG. 1 and a pulldown menu as shown in FIG. 3420. FIG. 35 is an illustration of variousclock objects and multimedia objects, defined using the menu selectiondescribed in FIG. 34, in accordance with a preferred embodiment. Aslider bar object 3510, Jog/Shuttle controller 3520, clock object 3530,and an animation multimedia object 3540 are all shown as they wouldappear in an actual multimedia presentation.

FIG. 36 is an illustration of various clock objects linked together andmultimedia objects in accordance with a preferred embodiment. Thelinkages are created using a cursor to rubber band a geometric figure,such as a line segment, to join up a clock object 3610 to another clockobject 3620, or multimedia objects 3630 and 3640. FIG. 37 is anillustration of a visual object synchronized with an audio object inaccordance with a preferred embodiment. The visual clock object 3710 issynchronized with the audio clock object 3720 to control the associatedmultimedia presentation of music and displays represented by theanimation multimedia object 3730.

While the invention has been described in terms of a preferredembodiment in a specific system environment, those skilled in the artrecognize that the invention can be practiced, with modification, inother and different hardware and software environments within the spiritand scope of the appended claims.

Having thus described our invention, what we claim as new, and desire tosecure by Letters Patent is:
 1. A system for synchronizing a graphicpresentation comprising a graphic sequence of digitized graphic framesto an audio presentation comprising an audio sequence of digitized soundsamples, said system operating in a computer with a storage, an analogconverter for generating sounds from each of said digitized soundsamples, and a display for displaying each of said graphic frames, saidsystem comprising:(a) an audio player object resident in said storageand havingan audio player clock which computes an audio player timenumber, and a player method responsive to said audio player time numberfor providing sound samples from said audio sequence to said analogconverter; and (b) a graphic player object resident in said storage andhavinga graphic player clock which computes a graphic player time numberas a function of said audio player time number, a mapping method whichis responsive to said audio player time number for providing to saiddisplay a graphic frame of said graphic frame sequence which correspondsto said graphic player time number.
 2. A system as recited in claim 1further comprising a time source object responsive to said position insaid audio sequence of sound samples being converted in said analogconverter for generating a current time number which represents a soundsample currently being converted in said analog converter and whereinsaid audio player clock is responsive to said current time number forcomputing said audio player time number.
 3. A system as recited in claim2 wherein said audio player object includes a method for rendering anaudio player icon on said display and said graphic player objectincludes a method for rendering a graphic player icon on said display.4. The system as recited in claim 3, including processing means forinitiating said synchronizing through an iconic operation involving anaudio player icon and a graphic player icon.
 5. The system as recited inclaim 4, including processing means for initiating said synchronizing bydouble-clicking on an icon representing said audio player object.
 6. Thesystem as recited in claim 1 wherein said audio player clock includes amethod which computes said audio player time number based on a positionin said audio sequence of sound samples being converted in said analogconverter.
 7. The system as recited in claim 1, including means forsynchronizing a plurality of graphic player objects with a single audioplayer object.
 8. The system as recited in claim 1, wherein at least oneof said audio and graphic player objects are external to said computer.9. The system as recited in claim 2, including means for adjusting anumber of sound samples used to compute said current time number. 10.The system as recited in claim 2, including a time source external tosaid system for obtaining said current time number.
 11. The system asrecited in claim 2, including a plurality of time sources external tosaid system for obtaining said current time number.
 12. The system asrecited in claim 2, including means for decreasing said current timenumber to cause said converter to convert audio samples in a directionto proceed backward through said audio sequence.
 13. The system asrecited in claim 3, including means for linking said audio player objectto said graphic player object via a geometric figure joining two iconsrepresenting said two objects on said display.
 14. The system as recitedin claim 13, wherein said geometric figure is a line segment displayedon said display.
 15. The system as recited in claim 4, includingprocessing means for drop-launching one of an audio player icon and agraphic player icon onto another icon to initiate said synchronizing.16. A method for synchronizing a graphic presentation comprising agraphic sequence of digitized graphic frames to an audio presentationcomprising an audio sequence of digitized sound samples, said methodoperating in a computer with a storage, an analog converter forgenerating sounds from each of said digitized sound samples, and adisplay for displaying each of said graphic flames, said methodcomprising the steps off:(a) constructing an audio player object in saidstorage, said audio player object havingan audio player clock whichcomputes an audio player time number, and a player method responsive tosaid audio player time number for providing sound samples from saidaudio sequence to said analog converter; (b) constructing a graphicplayer object in said storage, said graphic player object havingagraphic player clock which computes a graphic player time number as afunction of said audio player time number, a mapping method which isresponsive to said audio player time number for providing to saiddisplay a graphic frame of said graphic frame sequence which correspondsto said graphic player time number; and (c) connecting said audio playerobject to said graphic player object.
 17. A method as recited in claim16 further comprising the steps of:(d) constructing a time source objectresponsive to said position in said audio sequence of sound samplesbeing converted in said analog converter for generating a current timenumber which represents a sound sample currently being converted in saidanalog converter; and (e) connecting said audio player object to saidtime source object so that said audio player clock is responsive to saidcurrent time number for computing said audio player time number.
 18. Amethod as recited in claim 17 wherein step (a) comprises the step of:(a1) rendering an audio player icon on said display.
 19. A method asrecited in claim 18 wherein step (b) comprises the step of: (b1)rendering a graphic player icon on said display.
 20. The method asrecited in claim 19, including the step of initiating the synchronizingthrough an iconic operation involving an audio player icon and a graphicplayer icon.
 21. The method as recited in claim 20, including the stepof initiating the synchronizing by double-clicking on an iconrepresenting said audio player object.
 22. The method as recited inclaim 16, comprising a step of computing said audio player time numberbased on a position in said audio sequence of sound samples beingconverted in said analog converter.
 23. The method as recited in claim16, including the step of synchronizing a plurality of graphic playerobjects with a single audio player object.
 24. The method as recited inclaim 16, including the step of adjusting a number of sound samples usedto compute said current time number.
 25. The method as recited in claim16, including the step of obtaining said current time number from anexternal time source.
 26. The method as recited in claim 16, includingthe step of querying a plurality of external time sources for obtainingsaid current time number.
 27. The method as recited in claim 16,including the step of decreasing said current time number to cause saidconverter to convert audio samples in a direction to proceed backwardthrough said audio sequence.
 28. The method as recited in claim 16,wherein at least one of said audio and graphic player objects isconstructed external to the computer.
 29. The method as recited in claim16, including the steps of displaying said audio player object on saiddisplay, displaying said graphic player object on said display, andlinking said displayed audio player object to said graphic player objectvia a geometric figure joining two icons representing said audio playerobject and said graphic player object on said display.
 30. The method asrecited in claim 29, wherein the geometric figure is a line segmentdisplayed on said display.
 31. The method as recited in claim 20,including the step of drop-launching one of an audio player icon and agraphic player icon onto another icon to initiate said synchronizing.32. A computer program product for synchronizing a graphic presentationcomprising a graphic sequence of digitized graphic frames to an audiopresentation comprising an audio sequence of digitized sound samples,said computer program product operating in a computer with a storage, ananalog converter for generating sounds from each of said digitized soundsamples, and a display for displaying each of said graphic frames, saidcomputer program product comprising a computer usable medium includingcomputer readable program code thereon including:(a) program code forconstructing an audio player object in said storage, said audio playerobject havingan audio player clock which computes an audio player timenumber, and a player method responsive to said audio player time numberfor providing sound samples from said audio sequence to said analogconverter; and (b) program code for constructing a graphic player objectin said storage, said graphic player object havinga graphic player clockwhich computes a graphic player time number as a function of said audioplayer time number, a mapping method which is responsive to said audioplayer time number for providing to said display a graphic frame of saidgraphic frame sequence which corresponds to said graphic player timenumber.
 33. A computer program product as recited in claim 32 whereinthe program code further comprises:(c) program code for constructing atime source object responsive to said position in said audio sequence ofsound samples being converted in said analog converter for generating acurrent time number which represents a sound sample currently beingconverted in said analog converter; and (d) program code for connectingsaid audio player object to said time source object so that said audioplayer clock is responsive to said current time number for computingsaid audio player time number.
 34. A computer program product as recitedin claim 32 wherein the program code for constructing an audio playerobject comprises program code for rendering an audio player icon on saiddisplay.
 35. A computer program product as recited in claim 32 whereinthe program code for constructing a graphic player object comprisesprogram code for rendering a graphic player icon on said display.